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AMES AND PLAY 

for 
SCHOOL MORALE 




GAMES AND PLAY 
for 

SCHOOL MORALE 



A COURSE OF 

GRADED GAMES 

FOR 

SCHOOL AND COMMUNITY 

RECREATION 



Arranged by 
"MEL" SHEPPARD and ANNA VAUGHAN 



^rice 25 cents 



Published by 

COMMUNITY SERVICE 

dNE MADISON AVENUE 

NEW YORK CITY 

Copyrighted igii 






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026378 



Graded Games for School and 
Community Recreation 

The Indoor Recreation Work is given in the form of 
plays and games. 

While the plays and games listed have been carefully 
arranged and graded with a view to adapting them to 
the schoolroom, many of them are suited to playground, 
hall and gymnasium use. 

It is suggested that at least one game period a day 
be given out of doors during the pleasant weather. 

Rules to Be Observed in Giving Games 

1. Teacher should be familiar with the game before 

giving it. 

2. Teach by imitation in the story-plays and rhythm, 

as best results come from the teacher playing 
with the children. 

3. Be sure that the air is fresh when giving a game. 

4. In every rest period give a breathing exercise. 

5. See that all the children have a part in the game. 

6. Upon the spirit which the teacher puts into it de- 

pends the success of the game. 

Story Plays are imitations of well-known activities. 
They may be experiences related to home activities, the 
surroundings near the home, the season and to school 
work. 

Capitalize the child's imagination and experience as 
a basis for developing Story Plays, keeping in mind 
the types of exercise necessary to give the children 
the proper amount of exercise. 

The following is illustrative of the forms of exercise 
to be found in a story play: 

A Day in the Woods 

Stretching — Reach up high. Take your coat and hat. 

Leg movement — Walk quickly (skip) to the woods. 
(Each two rows walk around one row of desks.) 

Head exercise — Look up at the bright autumn leaves. 

Arm exercise — Raise your arms and touch them. 

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Trunk and Arm exercise — Rake the fallen leaves. 
(Lean forward, bending body forward to either 
side.) 

Knee Bending — Run and jump into the pile of leaves. 

Breathing — Breathe in the fresh air. 

Suggestive List of Story Plays 

Home Activities — Washing, ironing, baking, sewing, 
sweeping, dusting. 

Industrial Activities — Fireman, soldier, shoemaker, 
blacksmith, carpenter, etc. 

Seasonal Activities: 

Fall — Nutting, Thanksgiving, Jack Frost, gathering 
apples, etc. 

Winter — Christmas Toys, Snow Fort, Valentine 
Day, Washington's Birthday. 

Spring — Flying Kites, making a garden, trees in a 
storm. 

Summer: — The Playground, swimming, picking flow- 
ers, a day at the circus. 

Correlate rhythmic exercises with the reading lan- 
guage and nature work. The movements may be exe- 
cuted to music, Victrola or piano being used. 

Walking fast Galloping horses 

Walking slow Hammering 

Jumping Rabbits jumping 

Running Ducks waddling 

Ringing bell Skating 

Marching Raking garden 

Hopping Rowing boat 

Clapping Bouncing ball 

Beating drum Throwing snowballs 

Blowing bubbles Elephant's walk 

Fairies skipping Giant striding 

Birds flying Goose waddle 

Boats sailing Turkey strutting 

Blowing bugle Indian walking 

Blowing up a balloon Walk like a dwarf 

Climbing a steep hill Crow like a rooster 

Imitate a steam engine Breathe in the fresh air 

Smell the pretty rose Blow a feather in the air 

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FOR THE YOUNGER CHILDREN 

The Circus 

All ready for the big circus parade. Choose what 
you want to do or be in the parade. Now we are at the 
circus grounds. The band marches around the tent. 
Choose the instrument you want to play. See the big, 
big elephants in the circus. Let us feed the big 
elephants. Now look at the pretty high-stepping 
horses. See if we can step as high as they. The little 
baby ponies are coming now. Let us make tiny steps 
just as they do. Now the juggler is ready to play. 
Throw the ball high, way up high, and catch it on 
your nose. Heads up high. Now let's breathe hard, 
drink in the fresh air and run home to Mother. 

Introduce skipping, hopping, running, jumping. 

1. Stand like soldiers. (Head, eyes, chest, feet.) 

2. March like soldiers. 

3. Run like fairies. 

4. Run like brownies. 

5. Fly like birds. 

Fly to the woods in front of you. 

Fly to the woods in back of you. 

Fly to the woods to the left. 

Fly to the woods to the right. 
Play you are trees. 

Bend to the left; arms sideward or overhead. 
Bend to the right; arms sideward or overhead. 
Galloping horses: Hold reins — gallop forward. 
Skipping children: Skip — lightly and evenly. 
Bursting bag: 

L Breathe in. 

2. Blow. 

3. Clap. 

Blow a soap bubble. Keep a feather in the air. Blow 
out a candle. 

Blow a trumpet. Imitate the wind. Imitate a train of 
cars. Imitate a flute. Blow a whistle. Blow a bugle. 

Moving Day 

Two adjacent rows play together. The first of May 
is moving day. The seats are houses. One player is 
chosen to be "It'* and he walks up and down the street 
between the two rows. At a signal, the residents along 

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the street change houses before and behind him and 
he tries to get a house while it is vacant. The seats not 
occupied and one more must be marked ^and not used 
in the game so that there is at all times one person 
without a house. If the people do not move often 
enough the one who is ^It" may number the players 
and then when he calls, two or three numbers may 
change places. 

Old Hen and Chickens 

Choose a leader to be the old hen, who goes out of 
the room. All the others sit at their seats, heads bowed 
on the desk. Touch four on the head. Immediately 
they become little chickens. The old hen is recalled and 
as she says ^'Cluck! Cluck!" the four wee chicks answer 
"Peep! Peep!" The mother hen tries to locate them 
by sound. The chick discovered first becomes the old 
hen. 

Good Morning Game 

One child is chosen as leader. He stands in front 
of class facing the blackboard; the teacher steps lightly 
down among children and touches a pupil on the head 
who says to the leader ''Good Morning John Brown.*' 
The leader responds by saying ''Good Morning, Mary 
Smith." If the leader fails to recognize the voice of 
the pupil speaking, his place is taken by that child and 
the game continues. This game is especially good 
exercise in ear training. 

Birds Learning to Fly 

Mother bird and little birds all stretch wings. Look 
up at the pretty blue sky. Fly around lightly. Tuck 
wings under and hop. Drink from the pretty brook. 
Stretch wings ready to fly back home. Tired, breathe, 
raise and lower wings. Rest in your little nest. 

Automobile 

Let us go for a spin in the park. Stoop, crank your 
automobile. Step into the machine. Ride around the 
track; blow your horn. Pump up your flat tire. Bend 
and stretch arms upward to rest them. Ride home. 
Breathe in the good fresh air. Put your automobile 
into the garage. 

A Day at the Beach 

Run down to the beach, one row at a time. Stoop, 
gather a handful of stones. Raise hand high, throw 
stones out into the sea. Now dig a well with your 

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shovel. Put shovel down hard, throw sand over shoul- 
der. See the big wave coming in. ^ Run and see how 
near you can come to it without wetting your feet. Run 
back quickly as wave comes nearer. Wade out into the 
water. Lift knee high. Mother is calling. Run home 
quickly. Take a long, deep breath. 

Out for a Picnic 

Pack your baskets. Hang them over your arm. Run 
down to the street car. Give your fare to the conductor. 
Step down from the car very carefully. Look up and 
down for passing automobiles. Run down to the 
beach. Ready for lunch baskets. Eat your lunch. Drink 
the cool, spring water. Now for the whirligig. Choose 
a galloping horse. Ready — go. Stop, slowly. Get off 
the merry-go-round. Run for the street car. Wave good- 
bye to your friends. Take a deep breath. 

FIRST GRADE 
Squirrel in Trees 

Three players stand so as to represent a hollow tree, 
facing center with hands on each other's shoulders; a 
fourth player stoops within to represent a squirrel. Let 
the other players see how this is done and they in the 
same way form groups of four. There must be one 
extra player, who is a squirrel without a home. Upon 
a signal by the teacher all the squirrels must change 
trees and the homeless squirrel tries to get a tree. This 
leaves another squirrel without a home. And the game 
is repeated. After a time let each squirrel change places 
with one of the players of the tree so as to give all a 
chance to be squirrels. 

Bean Bag Passing 

The class is arranged so that there are the same 
number of players in each row. A bean bag is placed 
on each front desk. At a given signal the occupant of 
the front seat passes it overhead to the pupil behind 
him, who passes it to the next and so on until it reaches 
the end of the row, when it is returned the same way. 
The row returning the bag to the front desk soonest, 
wins. 

Crossing the Brook 

Draw two parallel lines on the floor with chalk to 
represent the banks of the brook. The players form in 
line and take a running jump across the brook. Those 
who step into the brook must run home to put on dry 

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stockings. ^ Those who succeed in jumping across the 
brook continue round the course and jump again, this 
time increasing the width of the brook. Standing jump 
may be used in playing this game. 

Days of Week 

Name first row across the room, Monday; second, 
Tuesday; third, Wednesday, etc. Teacher stands in 
front of room with rubber ball As she bounces the 
ball, she calls ^'Thursday." The row named Thursday 
run to the front. The child catching the ball takes 
place of teacher. The children failing to catch ball 
pass to their seats. The new teacher continues game 
until the ball is caught. 

Wee Bologna Man 

I am the wee Bologna Man, 

Always do the best you can 

To follow the wee Bologna Man. 

A leader resourceful in ideas and brisk in movement 
stands in front of and facing the other players and 
rapidly repeats this verse, performing some action that 
the other players immediately imitate — such as beating 
a drum, playing a fiddle, sawing wood. Without pausing 
he varies his actions, the others continuing to follow 
his movements. Rapidity of time and vivacity deter- 
mine the success of the game. 

Do This, Do That 

All players stand facing one of their number who is 
the leader. The leader assumes any position or imi- 
tates any action, at the same time saying **Do this," and 
the others immediately imitate. Should the leader at 
any time say "Do that!" instead of "Do this!" any player 
who imitates the action performed must be seated. The 
leader may choose any positions that are familiar, such 
as arm movements, head bendings, trunk bendings, 
jumping, hopping, etc., or imitate familiar actions, such 
as sawing, hammering, washing, ironing, sewing, sweep- 
ing, flying, etc. 

I Saw 

Class stands as for gymnastics. The teacher, begin- 
ning with the first file, asks the leader, "What did you 
see?" The leader suggests some activity as "I saw a 
butterfly flying," *T saw a boy beating a drum," *T saw a 
chicken hopping on one foot," "I saw a drum major lead- 
ing a band," *T saw a horse galloping down the street," 

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"I saw a boy rolling a hoop," etc. Each row in turn 
imitates its leader, following him around the room and 
back to place. 

Squirrel Game 

Players all seated but one, heads on desks, eyes cov- 
ered, one hand on desk with palm up. The odd player 
is a squirrel. The squirrel passes up and down be- 
tween the rows and puts a nut in some player's hand. 
This one rises and chases the squirrel. If the squirrel is 
caught before reaching his own seat, the one caught 
becomes squirrel. If the squirrel is not caught, he can 
be squirrel again. 

I Say Stoop 

One person is chosen leader, taking his place before 
the class which is standing at their seats. Whenever 
the leader says **I say stoop!" both he and the class 
stoop and quickly rise again. But when he says "I say 
stand!" and stoops as before, the class must remain 
standing. He repeats his commands in rapid succession 
and any player who makes a mistake must be seated. 

Game for Alertness 

Draw a circle on the floor. Call upon a child to run 
into the circle, while you count ten. If he succeeds in 
getting both feet into the circle before you finish count- 
ing he is safe. Otherwise he is out of the game and 
must perform some other task before taking his seat. 

Charley Over the Water 

Players stand in a circle, hands joined. One player 
is chosen to be Charley. If more than twenty players 
have several Charlies. Charley stands in the center. 
The other players, skipping around him, repeat: 

Charley over the water, Charley over the sea, 
Charley caught a blackbird, can't catch me. 
At the last word, the players stoop and Charley tries 
to tag them before they reach that position. If success- 
ful, the player tagged changes places with him. 

Hickory, Dickory Dock 

Hickory, Dickory, Dock, 

(Moves arms to right, left, right, in pendulum fashion) 

Stamp right — ^left. 
The mouse ran up the clock, 

(Run four steps forward.) 

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The clock struck "One!" 

(Pause a moment to listen on "One" — clap hands) 
And down he ran, 

(Run four steps back to place.) 
Hickory, Dickory, Dock. 

(Swing arms right, left, right. Stamp, left, right.) 

See Saw, Margery Daw 
(Mother Goose Melody) 

1. See Saw — Margery Daw. 

(Arms sideward raise, sway body to left and 
right.) 

2. Jack shall have a new master. 

(Partners join hands — skip forward four steps.) 

3. But he shall have a penny a day. 

(Step left, point right toe forward, shaking right 
forefinger at partner and left hand on hip. ) 

4. Because he won*t work any faster. 

(Join both hands with partner, skip around in 
place four steps.) 

The Leaves 

1. The leaves are green, the leaves are brown. 
They hang so high they will not come down. 
Leave them alone until frosty weather 
And then they will all come down together. 

Rhythmic — The above is an old English circle game. 
During the first 3}4 lines skip or run around the circle, 
stretching arms high overhead, and on "Come down to- 
gether," drop to the floor. 

Run for Your Supper 

Players in a circle. One player chosen by teacher goes 
around inside, holds out his hand between two players 
and says, "Run for your supper." The two players run 
around opposite ways outside. The one who returns first 
to the vacant place wins, and may start the next runners. 

SECOND GRADE 

Scarf Relay 

Divide the room into teams of three rows each. In 
front of each team, some six or eight feet distant, place a 
chair with a scarf tied to each. The first child in each 
team acts as leader. He runs to the chair, unties the 
scarf and returns with it to the child sitting back of him. 

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Tihat child in turn runs quickly to the chair and reties the 
scarf and returns to his seat. The next child runs to the 
chair and unties the scarf, runs back with it to the next 
child and the game continues. The object is to see which 
team finishes first. By keeping the feet under the desks 
and returning by the same aisle as they came forward, 
the game proceeds quickly and quietly. 

Teacher and Class 

One player is chosen for "teacher." The others stand 
in a line side by side, facing her at an interval of five to 
ten feet. If there are many players, make several groups 
of this kind, keeping a distinct interval between groups. 

The teacher starts the game by tossing the ball to each 
pupil in turn, and it is immediately tossed back to her. 
If a pupil misses, he goes to the foot of the line. If the 
teacher misses, the player at the head of the line takes 
her place, the teacher going to the foot. Make the 
action as rapid as possible. 

Slap Jack 

The players join hands and form a circle. One is 
chosen to be "if* and runs on the outside. He taps an- 
other player, who quickly runs in opposite direction. 
The place he left remains vacant until one or the other 
shall have returned to it first. The unsuccessful player 
continues the running. The players upon meeting may 
exchange greetings, bow to each other or shake hands, 
before completing the circuit. 

Hand Tag 

The players form a circle facing inward. A tagger 
stands in the center of the circle. The players raise 
their hands forward, palms upward. As soon as a 
tagger tries to slap a hand it should be quickly lowered. 
The one who is tagged takes the place of the tagger. 

Drop the Bean Bag or Handkerchief 

Players join hands and form a circle. One is chosen 
to be the runner and runs around the outside of the 
circle, dropping the bean bag or handkerchief on the 
floor directly behind one of the players. This player 
picks up the bag (or handkerchief) and tries to ta§ the 
runner before he can reach the vacant place in the circle. 
If he succeeds he returns to his place and the runner 
drops the bag (or handkerchief) behind some one else. 
If he fails he becomes the runner. 

[IIJ 



Changing Seats 

Tihe class is seated in full rows, each two rows play- 
ing together. One pupil having no seat stands in the 
aisle between the two rows. 

The teacher claps her hands once and all exchange 
seats as rapidly as possible. The pupil in the aisle 
attempts to secure one of the vacant seats. If he suc- 
ceeds the one left without a seat stands in the aisle. 

The game is repeated as before until the teacher claps 
her hands twice when all take their own seats. 

Cat and Rat 

The players join hands and form a circle. One is 
chosen ''rat" and stands inside the circle. Another is 
the "cat'^ and takes her place outside. The *'cat" tries 
to catch the "rat.'* The players favor the *'rat" and 
allow him to run in and out of the circle, but try to pre- 
vent the "cat'* from following him by raising and low- 
ering their arms without bending knees. When the 
*'rat" is caught, both join the circle and the next player 
to the right or left of each becomes ''cat** and "rat.** 
When there are a large number of players, two cats may 
be chosen. 

Round and Round Went the GaJlant Ship 

Players form a circle, hands joined. Stepping lightly 
around the circle, they recite the following verse, bob- 
bing down quickly on the word "sank**: 

Round and round went our gallant ship, 

Round and round went she; 
Three times round went our gallant ship, 
Till she sank to the bottom of the sea. 
Rhythmic. 

Jack Be Nimble 

Place a small object eight to ten inches high upright 
on the floor to represent a candlestick. The players run 
in single file and jump with both feet at once over the 
candlestick, while all recite: 

Jack be nimble. 

Jack be quick, 

Jack jump over the candlestick. 

Each, player tries to clear the candlestick without 
knocking it over. 

Rhythmic. 

[12] 



Huckle, Buckle, Bean Stalk 

One row of players leave the room. The others hide 
some small object, placing it in plain sight, but where 
it would not be likely to be seen, as on the top of a 
picture frame, in a corner on the floor, behind the steam 
pipe, etc. It may be placed behind any other object, so 
long as it may be seen there without moving any object. 
When the object has been placed, the players are re- 
called, and all begin to hunt. As soon as one spies the 
hidden object, he goes at once to his seat saying, "Huckle 
buckle, bean stalk!" which indicates to the class that 
he has discovered it. When all have discovered the 
object, another row is sent out of the room, and the 
pupil who found the object first, proceeds to hide it. 
The game continues until everyone has had a chance 
to locate the hidden article. 

Handkerchief Tag 

One player has a handkerchief, one is chaser. The 
players are scattered about the field. The chaser runs 
after the one who has the handkerchief, who, to save 
himself frorn being tagged, gives the handkerchief to 
another, who is chased. Should the chaser tag the one 
holding the handkerchief, that one becomes chaser. 

Alphabet Game 

Divide the class into two teams. Cards about 5x7, 
containing in large type the letters of the alphabet, are 
passed out to each team. The teacher flashes a word 
before the class. The players, holding the letters neces- 
sary to make the word, come to the front and stand 
holding the cards in front of them, in correct order. 
The side spelling the word correctly first scores a point. 
Team scoring most points wins. (It is advisable to 
have one letter of the alphabet on one side of the card 
and a different letter on the other.) 

Run Rabbit Run 

Class lines up in two groups. One group are rabbits, 
safe in their homes. The other group are foxes, walk- 
ing about in the woods. The old mother rabbit takes 
her young ones out to look for food. They go softly, 
because they fear the old fox might see them. Sud- 
denly the leader of the foxes cries out "Run, Rabbit, 
Run," at which all the rabbits try to reach their homes 
in safety before the foxes catch them. All those who 
are caught becomes foxes, and help catch the remaining 
rabbits. 

[13] 



Fairies and Indians 

Let the girls be Fairies. The boys play they are 
Indians. The Fairies are in the woods. They run about 
and at last fall asleep in the woods, all but one Fairy, 
who keeps watch while the others sleep. The Indians, 
who have been hiding behind the trees, come out from 
their hiding places cautiously, and as they approach the 
sleeping Fairies, the Fairy on guard calls "Indians." At 
the call the Fairies rush out to catch the Indians before 
they get back to their wigwams. Every Indian caught 
becomes a Fairy. 



THIRD GRADE 
Automobile Race 

This game is to be played by the second and fifth, the 
first and fourth rows, or the third and sixth rows. 

Place a flag on the front desk of the first row and 
name that row an automobile. 

Place a flag on the front desk of the fourth row and 
name that row a different automobile. 

At a given signal each child on the front seat rises, 
runs up one aisle and down the next and places the flag 
on the desk of the second child, who quickly takes the 
flag, runs up the aisle and down the next, placing it on 
the desk of the third child. When the flag reaches the 
child in the last seat he brings it to the teacher. The 
row which succeeds in getting the flag back to the 
teacher first is the winner. 

To vary this game, name one row a steam engine, an- 
other an automobile. 

Name one a bicycle, another a trolley car. 

Insist that in every case the children keep their feet 
under the desks to prevent anyone tripping. 

Community excitement. 

Trip Around the Worid 

Geographical. 

Players form a large circle. Number off by twos. 
Number one steps in front of number two and kneels 
facing center of circle. Number two places finger tips 
on the head of one kneeling. One player stands alone 
in center. Number ones represent cities. At a given 
signal, number twos face left and run around the out- 
side of the circle. Suddenly another signal is given, 
when all running stop and get safely behind one of 

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the kneelers. The center player upon hearing the sig- 
nal attempts to find a place. If he succeeds someone 
else is left without a place who, in turn, becomes center 
player. 

Let the two circles exchange places and repeat the 
game. 

Club Hustle 

The players are lined up in files. 

The leader of each file has an Indian Club. 

At th® word "Go" all jump in half stride position and 
the club is passed between the legs, each player passing 
it on to the next until the end of the line has been 
reached. 

The last pupil runs to the front and passes it back 
along the line again. When every player has been at the 
head of the line and the leader is in front again the race 
is over. The file finishing first wins the race. 

This game may be played with bean bags, medicine 
balls or dumb bells. 

Speed contest. 

Floor Tag 

Players form a circle, placing right or left hand on the 
floor as the teacher indicates. Player who is "it" stands 
in the center. At a signal the players stand and move 
about promiscuously, the player who is "it" attempting 
to tag one of the others before he gets his hand on the 
floor. If he succeeds, the one tagged becomes "it" and 
the game proceeds. 

Off guard. 

Circus Game 

A leader is chosen who stands before class and says 
"I went to the circus and saw a bear." The next child 

says, "I went to the circus and saw a bear and " 

naming another animal of his own choice. The next 
player repeats all that the previous players have said 
in exactly the same order, adding a third animal. In- 
sist upon exact wording. 

Concentrated attention. 

The Wind Blows 

Players stand as for gymnastics. Leader stands in 
front of class and says "The Wind Blows East," upon 
which all turn to the east. If the leader says "The 
Wind Blows West" all turn to the west. The leader 

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continues to give commands and each time the players 
turn in the direction in which the wind blows. Occa- 
sionally the command "The Wind Blows a Whirlwind" 
is given, whereupon all make a complete circle, return- 
ing to original position. Should the order "Whirlwind" 
be given by itself all remain still. Anyone caught mov- 
ing at this point drops out of the game. The players 
standing longest become next leader. 
Following directions. 

Hoop Game 

Wind six hoops each with a standard color. Make six 
bean bags a corresponding color. This game is played 
by six files of equal number. In front of each file sta- 
tion a player who holds the hoop in a vertical position 
and to his right, shoulder high. Two players, one for 
scorekeeper, the other to return bean bags to the place 
from which they are to be thrown, stand a little to the 
back of player who is holding the hoop. Upon a given 
signal the first player in the file throws his bean bag, 
endeavoring to pass it through the hoop, in which event 
he scores one point for his line. The bean bag is re- 
turned to the second child in the file, who at the signal 
throws it through the hoop, if possible. The file scoring 
the greatest number of points wins. 

Test of skill. 

Flag Relay 

Divide room into two teams, each team holding a flag. 
Upon a given signal the first child in each team runs 
forward and makes a complete circuit of his team and 
upon returning gives his flag to the player behind him, 
wiho, upon receiving it, proceeds to make a circuit, giv- 
ing his flag to the third player. The team finishing first 
wins. 

Patriotic. 

Touch Game 

Players form a circle — one player stands in the center. . 

A basketball is passed quickly around the circle, mov- 
ing in one direction only. The ball must not be thrown. 
If the center player succeeds in touching a player when 
holding the ball, he immediately exchanges places with 
him and the game continues. 
Speed defiance. 

[16] 



King of the Ring 

A circle is drawn on the ground. The players stand 
shoulder to shoulder inside of the circle with arms folded, 
either on the chest or behind the back. At a signal, the 
game begins and consists of trying to push one's neigh- 
bor out of the circle with the shoulders. Players must 
not unfold arms. Anyone doing so or falling down is 
out of the game. The one who remains longest in the 
circle is king. 

Strength test. 

Blackboard Relay 

Draw a circle on the blackboard directly in front of 
each row. Supply the first child in each row with a 
piece of crayon. At a given signal the first child in each 
row stands to the right of his desk, runs lightly to the 
board, makes his mark in the circle and returns by the 
left, placing the chalk on the desk of the child behind 
him as he is seated. 

The second player stands, runs, makes his mark in 
the circle, and, returning, places the chalk on the desk 
of the child behind him. The others proceed in like 
manner the row finishing first wins. 

Each child must make his mark within the circle and 
upon returning sit erects feet under the desk. 

Speed. 

New Orleans 

The players are divided into two groups — A and B. 
One group (A) performs some action representing an 
occupation, as sewing, picking flowers, driving nails, 
etc. The other side (B) must guess in a limited num- 
ber of guesses what the motions represent. If it fails, 
one player from this group must go over to the other 
group. Then the A's have another chance. If the B*s 
guess correctly they may select one from the "A" side 
and also have another chance to represent an occupa- 
tion. The side having the most players at the end of 
the game wins. 

After the A's have decided what they are to do they 
approach the B's and the following dialogue takes place: 

A's. Here we come. 

B's. Where from? 

A*s. New Orleans. 

B's. What's your trade? 

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A's. Lemonade. 
B*s. How's it made? 

At the last question, the A*s begin the motions prev- 
iously agreed upon. 
Intelligence test. 

Ducks Fly 

Children stand in files. Leader stands in front of class 
and gives names of various birds saying "Blue birds 
fly," or **Sparrows fly," etc., raising her arms sideward 
to shoulder height and down again in imitation of wings. 
The children follow her motions. After giving success- 
ive birds* names, the leader suddenly changes to the 
name of something that cannot fly, moving her arms as 
before, while the children must keep theirs still. If a 
child makes a mistake he must take his seat. The last 
child standing is the next leader. 

Intellectual alertness. 

Simon Says 

One player chosen to be "Simon" takes his place be- 
fore the other players. He commands some gymnastic 
movement as "raise arms forward, bend knees," etc. As 
he does so he calls out, "Simon says." If, however, he 
omits "Simon says" before his command, the players 
should not execute the movement, even though he does. 
Anyone failing in this must be seated. 

Intellectual alertness. 

FOURTH GRADE 
Fox and Hound 

The players stand in rank and file. They join hands 
across the ranks. A fox and hound are chosen. The 
hound is out to catch the fox. They can only run where 
the passageways are open. At the command "change," 
the players face left or right and join hands in opposite 
direction. The command to change is given often and 
each time the course of fox and hound is changed. There 
is no limit to the number of players. More than one fox 
and ihound can be used for large groups. 

Heeding signals. 

Grand Right and Left 

Players in couples, right hands joined, marching in 
a circle counter clock wise. For convenience call out- 
US] 



side circle number two, the inner circle number one. 
Odd player in center. At the command "Grand Right 
and Left/' No. 2 swings No. 1 in front of him and to his 
right, giving his left hand to approaching No. 1. Con- 
tinue around circle in like manner until command 
"change" is given. At this point of the game the center 
player tries to get a partner. If he succeeds someone 
else becomes "it'' and the game proceeds, 

A challenge alertness. 

Automiobile Relay 

Each row represents some popular automobile. The 
first child in each alternate row, at a given signal, leaves 
by the right side, runs forward around his seat, then 
to the rear of the room on the left side, thus completely 
encircling his own row of seats. As soon as he is seated, 
the next child behind him runs in the same manner, and 
the game continues until the last child has run and has 
returned to his seat. The row finishing first wins. 

Community excitement. 

Hop Toads 

The players form a circle, hands joined. One toad 
stands in the center holding a rope, at the end of which 
is tied a bean bag. The center toad swings the rope first 
in a small circle gradually enlarging the radius until it 
comes in direct Ime with the feet of the toads in the 
circle, who must jump to avoid being hit by the bag. 
Should anyone in the circle be hit by the bag he takes 
the place of the center toad. 

Dodge game. 

Bear in the Pit 

The players join hands and form a circle to represent 
a bear pit. One stationed as bear stands in the center. 
The bear tries to get out of the pit under or over or 
breaking through the bars — (clasped hands.) Should he 
succeed in getting out all the rest give chase. The one 
who succeeds in catching him becomes the bear. 

Strength test. 

Follow the Leader 

One player chosen as leader performs a series of 
marching activities, work-a-day occupations, or gym- 
nastic exercises, the other players imitating him accur- 

[19] 



ately — and responding promptly. Anyone failing to do 
so retires to his seat and becomes a spectator. This is an 
old but ever new game. 
Imitation. 

Bear in the Ring 

One player is chosen as bear, sits in the center of the 
room on a stool. A second player is chosen to be the 
keeper. The keeper stands by the bear holding in his 
hand a short rope about two feet long, knotted at each 
end to give a firm hold. The rest of the players stand 
around in a circle and attempt to tag the bear without 
being tagged by the bear or his keeper. The players 
may attack the bear when the keeper says "My bear 
is free." Should a player strike at the bear before the 
keeper sa^ys "My bear is free," they change places. The 
keeper aims to protect the bear. As in the case of the 
bear, if the keeper tags one of the players they exchange 
places and the keeper returns to the ring. 

Alert attention. 

Fetch and Carry 

Each player is supplied with a bean bag. On the 
floor directly in front of each aisle a circle about eigh- 
teen inches in diameter is drawn and close up to the 
blackboard. At a given signal the first player in each 
row runs forward, deposits his bean bag in the circle 
in front of his aisle and runs back to his seat. As soon 
as he is seated the player behind him runs forward, 
places his bean bag in the circle and returns to his seat. 
The game continues until every player in the row has 
deposited his bean bag. The row finishing scores one. 

The game is then reversed. The last player in each 
line runs forward, picks up a bean bag and returns with 
it to his seat. Upon being seated he touches the player 
in front of him on the shoulder, this being the signal 
for that player to run forward, pick up a bag and return. 
No player is permitted to run before the signal is given. 
The row finishing first scores one. 

Speed competition. 

Comer Spry 

Divide your players into four stations, one group in 
each of the four corners of the room. Four captains 
are chosen, who stand in the center, each with a bean 
bag and facing his corner of players. At a signal each 

[20] 



captain throws his beaa bag to each player in his group, 
who in turn throws it back to the captain. As the cap- 
tain throws to the last player in the group he calls, "Cor- 
ner Spry!'' and runs to the head of the row, the last 
player taking his place as captain. The group succeed- 
ing first in having all of its players in the captain's place 
wins the game. 

Speed competition. 

Sentence Relay 

Have the same number of children in each row. Sup- 
ply the first child in each row with a crayon. Upon a 
signal from the teacher the first child in each row stands, 
runs to the board, and writes one word, that serves as 
the beginning of a sentence. Upon returning to his seat 
he gives the crayon to the next child, who runs to the 
board and adds another word and returns to his seat 
and the next child in turn adds still another word. The 
row completing a sentence first wins. 

Intellectual competition. 

Frog in the Sea 

One player is chosen to be frog and sits in the middle 
of the circle, with his feet crossed tailor fashion. The 
other players stand in a circle around the frog and re- 
peat: "Frog in the sea, can't catch me." They dance 
forward toward the frog, teasing him and trying to keep 
from being tagged by him. Should one be unfortunate 
enough to be tagged by the frog, then the tagged player 
and frog exchange places. The frog is not all®wed to 
move at any time from his position in the middle of the 
circle. 

Challenge. 

Hound and Rabbit 

The playe. - stand in groups of three, clasping hands 
to form a circle or tree. The other players, one for each 
tree, are rabbits. An extra player, who is the hound, 
tries to steal a tree from one of the rabbits as they ex- 
chanp^e places. The hound then becomes a rabbit, leav- 
ing the slow player to be hound. No two rabbits may 
dodge into the same tree. All rabbits must move at 
signal. 

Physical alertness. 

1211 



FIFTH GRADE 
Dodge Ball 

Boys and girls form separate circles. The players form 
a circle, facing inward. Every other player steps inside 
the circle, facing outward. The outside players throw a 
basket or tennis ball at those in the center, trying to hit 
them. The center players run about in the circle trying 
to dodge the ball. As soon as a player is hit he must 
step out of the circle. The game continues until all have 
been put out. The game then begins over with the other 
players on the inside. 

Make five minutes time limit for each side and permit 
no one to tag above the knee. 

Dodge game. 

False Alarm 

Two parallel lines are drawn on the ground, about 40 
feet distant. All of the players except one stand beyond 
one of these lines. In the middle territory between the 
lines the one player chosen to be "if* takes his place and 
cries, "Black Tom! Black Tom! Black Tom!*' whereupon 
all the other players rush across to the opposite line, be- 
ing chased by the center player, who catches any that 
he may. Anyone so caught joins him thereafter in chas- 
ing the others. Sometimes the center player, to tantalize 
or mislead the other players may say, "Green Tom'* or 
"White Tom" or anything else he may choose. If a 
player starts to run upon any such false alarm or starts 
before "Black Tom*' has been repeated three times, he is 
taken captive, and must join the players in the center. 
The first one caught becomes "it" for the next game. 
No one but the original "it" is permitted to give the 
signal. 

Challenge. 

Got Left 

The players stand in couples behind each other. One 
player is chosen to be catcher and takes his place about 
ten feet in front of the other players and facing in the 
same direction. Without turning his head he calls "Last 
couple out, one, two, three," clapping his hands three 
times. The last pair in the line runs forward, the right 
hand one on the right side of the double line, and the 
left hand one on the left side, and try to join hands in 
front of the catcher. The catcher may not chase them 

[22] 



before they are in line with him and may not turn his 
head to see when and where they are coming. They 
should try to vary their method of approach, circling in 
and out on either side of or close to the lines. If the 
catcher succeeds in tagging them before they clasp hands, 
the one he does not touch becomes his partner and they 
take their place at the front of the line. The tagged 
player becomes catcher. If they are not caught they 
are free and the game continues until someone is caught. 

Statue Tag 

Any number of players may participate in the game. 
The one who is "it" begins the game by striking a post- 
ure to be assumed by the other players. To escape be- 
ing tagged, the players must assume this posture, but 
no one may do so in safety more than three times. After 
that he may be tagged. The first one tagged is "it" and 
sets a new posture. 

Third Man 

Players stand in couples, facing each other, couples 
scattered in any way about the room. One player is 
chosen as runner, another as chaser. The runner is free 
from being tagged when he steps between the two 
players of any couple, and the chaser now must chase 
the one toward whom the runner turns his back. 

Indian Dance 

The players form in a circle about two steps apart. 
The leader stands in the center holding a cord with a 
small sand or shot bag attached to the end. He swings 
the cord around the circle so that the shot bag is close 
to the ground. Each player on the approach of the bag 
must jump up to avoid being hit. Each one struck by 
the bag or cord steps out of the circle, and this is con- 
tinued until all are out. The last one put out becomes 
leader and the game continues as before. 

Jolly Miller 

Place the boys on the left and the girls on the right. 
The class marches in a double circle. One child acts as 
miller, standing in the center. With the completion of 
the song the boys face about. The song is then repeated, 
the boys marching one way and the girls the other. 
The miller claps his hands three times and all run for 
a partner, the pupil not getting one becomes "Miller." 

[23] 



Jolly is the miller, who lives by the mill, 
The wheel goes round with a right good will, 
One hand on the hopper, and the other in the sack, 
The right steps forward and the left stays back. 

Relay Race 

Players are divided into two or more teams, the mem- 
bers of each standing one behind the other, directly back 
of the starting line. The first player of each team holds a 
handkerchief in one hand and at the word "Go'* runs to 
a certain goal and returns, handing the handkerchief to 
the^ second in line and taking his place in the rear. 
This continues until all have run, the team finishing 
first winning the race. Each team has a separate goal, 
but all must be equally distant. 

Hill Dill 

Players are arranged in two opposite lines facing the 
center. One player is chosen to be "it" and takes his 
place in the center of the playground. The center player 
then calls, 

"Hill Dill, come over the hill, 

Or else Til catch you standing still/' 

He claps his hands three times, whereupon the players 
run across to the other side. While they are crossing, 
they may be tagged. Those tagged must then help in 
catching others until all have been tagged. The last 
one tagged begins the game anew. 

Tommy Tiddler's Land 

A square or circle drawn by Tommy around himself 
represents Tommy's land. Tommy stands in the center 
trying to protect his supposed huge stores of treasure 
from the enemy. The other players try to invade his 
sacred territory and as they enter they shout, 

"Here I stand on Tommy Tiddler's Land, 
Picking up gold and silver." 
If Tommy can touch or tag any player, that person 
becomes Tiddler. 

Ten Steps 

One player who is blindfolded stands in the center of 
the room. The other players stand anywhere they wish 
and in such positions as seem safest to them. The blind- 

[24] 



man is then told to take ten steps in any direction and 
try to capture a player by groping for him. If unsuc- 
cessful, he may take ten steps in another direction, and 
so on until someone is captured. The steps may be 
long or short as the blindman wishes. 

Circle Stride Ball 

A football or basketball is necessary to the game. 

All but one of the players stand in circle formation 
in stride position, with feet touching those of the next 
players to make a barricade for the ball. The odd player 
stands in the center. 

The center player tries to throw the ball outside of 
the circle between the feet of the players. The cirele 
players try to prevent the passage of the ball, using only 
their hands for this purpose. The play continues until 
the center player succeeds in sending the ball through 
the circle, when he changes places with the player be- 
tween whose feet the ball has passed. If a circle player 
moves his feet in any way he must change places with 
the player in the center. When the ball has been sent 
out of the circle without passing between the feet of a 
player, the players turn outward, and the odd man tries 
to send it back inside, according the same rules. 

The center player may appear to intend sending^ the 
ball in one direction, turning suddenly and sending it in 
another. 

Center Base 

One player takes his place in the center, holding a 
bean bag or ball. The other players form a ring around 
him, standing a little apart from each other. The ob- 
ject of the game is for the center player to return to 
the center and touch the ball without being tagged. 

^ The center player tosses the ball to anyone in the out- 
side ring and runs out. The player to whom the ball is 
tossed must catch it, place it in the center of the ring 
and chase the one who tossed it. This player tries to 
get back to the center to touch the ball before being 
tagged. If he is tagged he takes a place in the circle. 
If he succeeds in touching the ball he again throws the 
ball to some other player and the game begins again. 
If the chase continues too long, time may be called by 
the teacher, 

^ It is permissible to have two or more balls of different 
kinds used and several sets of runners going at the same 
time. 

[25] 



SIXTH GRADE 
The Flying Ball 

The players stand in a circle facing the center, some 
distance apart. One player called the '^center'* stands 
within the circle. A basketball is thrown from one 
player to another, across the circle, or may be passed to 
the nearest neighbor. The center tries to touch the ball. 
If he succeeds, the one who last threw the ball or 
dropped it, becomes center. 

Guess Who 

Two files, A and B, stand on opposite sides of the 
room, facing each other. One player of file A stands 
in the center of the room facing his file. A hollow rub- 
ber ball or tennis ball is passed to anj^one in file B, from 
where the ball is thrown to hit the center player. If he 
is struck he will quickly turn and try to discover the 
ball thrower. If he guesses the right one they exchange 
places, the one going to the center always facing his 
file. If the center player guesses incorrectly, he remains 
in the center, but faces about so as to give the other 
rank a chance to hit him. In case the thrower fails to 
strike he must exchange places with center. 

Beetle Goes Around 

The players form a circle, facing inward, with hands 
behind body. One player who carries in his hand a 
towel knotted at one end walks outside the circle. After 
walking or running a short distance, saying ^'Beetle is 
out, don't face about," he puts the beetle in the hands of 
someone, saying "Beetle move'' at the same time taking 
his place. ^ The one receiving the beetle strikes the 
player to his right, who, trying to avoid the beetle, run? 
quickly around the circle to his place. If the one to 
the right is caught, he becomes the new beetle. The 
game continues until all have had the beetle. Those who 
have had the beetle once fold arms, thus avoiding being 
given the beetle a second time. 

Hawk and Hen 

A file of ten or twelve players, so-called "hens," stand 
in line behind each other, hands on shoulders of player 
in front. The first player raises her arms shoulder high 
to protect those behind her. One player, the "hawk," 
tries to catch one of the hens, not the first and second 
of the file. The first hen must face the hawk through- 

[?6] 



out all the movements and in order to keep out of the 
hawk's reach, all the other hens must keep in line with 
her. A hen caught is out of the play. Both the hawk 
and first hen take position at rear end of the file, the 
next two hens becoming hawk and hen. 

Bogey-Man 

One player, called the Bogey-Man, stands on one goal. 
All the other players stand on the goal opposite. The 
bogey-man runs out and calls "Are you afraid of the 
Bogey-Man?" at which the other players run forward 
toward his goal, whereat the Bogey-Man tries to capture 
one of the players. The one caught must follow the 
Bogey-Man to the opposite goal and from here both 
run, with or without joining hands, to catch the rest of 
the players. When all have been caught, the first playei 
caught becomes "Bogey-Man.'* 

Day and Night 

^ The players are divided into two teams formed in two 
lines about three feet apart, facing in opposite directions. 

Goal 



Leader 



Day 

Night 



Goal 

The leader has a disk painted black on one side and 
white on the other. A coin may be used in place of a 
disk. In front of each party at a distance of about fifteen 
paces is a goal. The leader throws up the disk. If the 
white side is up when the disk has alighted, he calls out 
"Day." The day party then rushes toward its goal and 
the night party pursues, catching as many of the "Day" 
party as possible. These they take back to their own 
goal. The captured members are now out of the game. 
The sides return to their places and the disk is thrown 
up again. The game is continued until all the players 
on one of the sides are out. 

Boundary Ball 

The players are arranged as shown in figure. The 
length of the space is about thirty paces, "a — a*' being 
the outer boundaries and "b'' a center line. The two 

[27] 



parties stand about ten paces from the center line. A 
member of the first party throws the ball. The mem- 
bers of the second party catch it or stop it from rolling. 
The catcher then throws the ball back to the first party 



) 


b 


( 


) 




( 


) 




( 


) 




( 



and so on until either party succeeds in passing the ball 
across the outer boundary line of the other party. 

French Blind Man's Buff 

A player blindfolded and furnished with a wand stands 
in the center of the room. The other players join hands 
and walk or hop around him until he signals them to 
stop, by tapping the floor with his wand. He points 
the wand at some one in the ring. The one at whom he 
points takes the end of the wand, and holding it must 
answer any three questions the blindfolded player may 
choose to ask. The player who answers may disguise 
his voice. If the blindfolded player recognizes the voice 
the two players change places. 

Bull in the Ring 

The players join hands and form a circle. One is 
chosen bull and wanders about in the inside, testing 
the circle in an efiPort to get out. If he breaks through 
p.nd escapes the keepers chase him. The one catching 
him in turn becomes bull. 

Call BaU 

A basketball is needed for this game. The players, 10 
to 30, are numbered and form a circle, one of the playerr 
standing in the center. The object is to catch the ball 
before the second bounce, when one number has been 
called. 

The player in the center tosses the ball high up within 
the circle, at the same time calling the number of some 
player. The one called must quickly run and catch the 
ball on the first bounce. If he catches the ball he tosses 
it up and calls the number of some other player. If the 
ball is not caught the first player again tosses it up. The 
ball may be caught on the fly. 

[28] 



To vary the game, form sides, numbering the players, 
the odd numbers forming one side, the even numbers the 
other. The odd numbers must call on the even, and vice 
versa. One point is counted for every ball caught, and 
the side with the highest score after twenty tosses wins. 

Arch Goal Ball 

Basketball and basket goal are necessary equipment. 
The players (8 to 10 on a team) are divided into seven 
groups and line up in a single file in two or more lines, 
facing a basketball goal Each line has a basketball and 
stands behind a starting line. 

A game is finished when the last man on the team has 
crossed the starting line before the others have finished. 

At a signal each leader passes the ball backward over- 
head and the next player takes it and passes it on in the 
same way, and so on down the line. When the last 
player receives the ball, he runs forward and tries to 
throw it into the basket standing on a line marked from 
five to ten feet from the goal. He is allowed but one 
throw, when he quickly takes his place at the front of 
his line (the line moving backward in place to make 
room for him), and he at once passes the ball backward 
overhead. The last player in turn runs forward, trios 
for the goal, and this is repeated until each player in line 
has thrown for goal. 

Two points are scored for each team making the goal, 
one point may be given for finishing first. The team 
having the highest score wins. 

Sometimes the game is played with a time limit. In 
this case each player throws until he succeeds in getting 
the ball into the basket. The team wins whose last man 
finished first. 

Chicken and Fox 

Two players are chosen — one to be the mother hen 
and the other to be the fox, who is after a chicken for 
his meal. The other players are in the brood — each 
one of them grasps the one in front of him, beginning 
with the largest, and placing themselves in line behind 
their mother. As the fox appears the hen says, "What 
do you want, Fox?*' The fox replies, *T want a 
chicken.** The hen in turn says, ''Where will you get 
it?** The fox then replies, "Out of your flock.** The 
fox then runs to the right and left trying to pass the 

[29] 



mother and get one of the chickens. The one caught 
becomes fox and the hen takes her place at the end of 
the line. The second in line in turn becomes mother 
hen. 



SEVENTH GRADE 
^ Changing Places 

All players but one stand in a circle of about seven 
yards or more in diameter facing inward. The odd 
player stands in the rniddle. Each player is given a 
number v^hich he retains all through the game. The 
teacher calls out two numbers (but not, of course, that 
of the player in the middle) and the players so num- 
bered must change places in the circle. While they 
are doing so the odd player must try to get into one 
of the vacant places first, and if he is successful the 
ousted player becomes the odd man in the center. 

Steal the Handkerchief 

Players form in two lines facing each other and about 
eight yards apart. Each line is numbered so that there 
are corresponding numbers on each side. The leader 
then takes a rag, places it midway between the two 
lines. He then calls a number, and the players on each 
side having that number will rush forward and attempt 
to steal the handkerchief. The one succeeding scores 
one point for his side. The players return and the game 
continues; the side scoring highest wins. 

On the Bank— In the Pond 

Players form in a single file. An imaginary line to 
the left of the column designated as the Bank and an 
imaginary line to the right of the column designated 
as the Pond. These lines are about three feet apart. 
Teacher facing column calls out "On the Bank,** the 
players jumping onto the Bank. ^ He then calls out, "In 
the Pond," the players jumping into the Pond. At each 
command the teacher moves his hand to the opposite 
line from which players are located. In order to keep 
players "on their toes," teacher calls "In the Pond," 
when the men are in the Pond and at the same time 
moves his hand in the direction of the Bank. Those 
who jump across or remain behind when the command 
is given to do otherwise are out of the game. 

[30] 



Maze 

All the players except two stand in parallel ranks, one 
behind the other. The distance between each player 
and each rank is that of "double arms* length," so that 
whichever direction the ranks may face with arms ex- 
tended horizontally a line of players with finger tips 
touching will be formed. The ranks should be drawn 
up so as to form a square as nearly as possible. The 
chaser has to pursue the runner up and down the lines 
until he catches him, neither being permitted to pass 
under the outstretched arms. The teacher makes sud- 
den changes in the lines by calling *'right turn" or "left 
turn,'* on which all turn in the required direction, still 
keeping the arms outstretched. These sudden changes 
alter the direction of the paths down which the two 
players may run. The interest depends greatly upon 
the judgment of the leader in giving the commands 
"right (or left) turn." They should be given frequently 
— and sharply, and often just at the moment when the 
chaser is about to catch the runner. The game con- 
tinues until runner is caught, or a time reached when 
a new chaser and runner are chosen. 

The game may be played with hands on hips instead 
of arms outstretched. 

Bombardment 

Playground or gymnasium suitable place for this 
game. Basketball and Indian clubs are necessary equip- 
ment. Number of players 10 to 40. The ground is 
divided into two equal fields by a line across the cen- 
ter. At the rear of each field a row of Indian clubs is 
set up, there being the same number of pins as players. 
Should the number of pins be so great as to require 
their being closer than two feet, a second row should 
be placed in front of the first so that each club stands 
opposite a space in the preceding row of clubs. 

The players are divided into two teams, from five to 
twenty in each team. The players stand behind their 
clubs and the dividing line in any scattered formation. 
Several balls should be put in play if a large number 
are playing. 

The object is to knock down the opponents' clubs. 
Each player acts both as a guard to protect his clubs, 
and as a thrower. He may throw whenever he can 
secure a ball, there being no order in which players 
should throw. Balls may be made to displace the oppo- 
nents* clubs by being thrown against the wall behind 

[31] 



the clubs so that they will rebound, knocking the clubs 
dewn from the rear. No player is permitted to cross 
the center line. The game is most interesting when 
several balls are in play at once. For each club over- 
turned the side which knocked it down scores one. 
Every club overturned by a player on his own side 
spoils one for the opponents. The game is played in 
time limits of from one to twenty minutes, the side 
winning which has the highest score at the end oi that 
time. 

Japanese Tag 

The players are scattered within a limited playing 
area. This game is played like ordinary tag except that 
"it" must place one hand on the spot where he was 
tagged, and hold it there while trying to tag another 
man. Any' player running outside of the playing area 
automatically becomes *'it." 

Hook Arm Tag 

Players paired in circular formation, inside arms 
hooked at elbows, outside hands on hips. Two players 
stand in the center, one is "it," the other is chased by 
"it." The chased player runs about the circle either 
inside or out and may hook the elbow of any player. 
The player he catches holds fast to him, and a third 
player is then the one to be chased. If he tags a player 
chased, before he can hook an arm, the latter must 
chase "it" or someone set free by "it," and the game 
continues. 

Crossing No Man's Land 

Formation — In single line. 

A parallel line is drawn about fifty feet in front, and 
the player being "it" stands between this line and the 
players. At a signal, players change to the opposite 
line. "It" tries to catch as many runners as possible. 
Players so caught must help "it" catch the others. 
After such charge those uncaught assemble themselves 
and try to charge back to previous base. Players charge 
and re-charge until all have been caught. 

Object Relay Race 

Players stand in files, an equal number in each file. 
Opposite and at about fifteen and twenty yards respec- 
tively from the front player of each file, two circles 

[32] 



(about eight inches in diameter) are marked on the 
ground, one straight behind the other. In the nearest 
of each of the circles an object (stone, stick, club) is 
placed. At the command **Go'' the first player of each 
file laces to the first circle, seizes the object and places 
it in the second circle, five yards of¥. He then races 
back and touches the outstretched hand of the next 
player in his row. The latter then races to the object 
and in the same way places it back in the near circle, 
and so alternately until each player of the row has 
had his turn. The last player after touching the out- 
stretched hand of the "next to run'* places himself at 
the rear of his row, which keeps moving forward so 
that the next to run is always "toeing" the original 
line. 

Pass and Toss Relay 

This game is suitable for playground, gymnasium or 
classroom. Equipment necessary is Bean Bag or ball. 
Number of players preferably 8 to 10 on a team. The 
players stand in two or more even ranks, facing side- 
ways and numbered consecutively. The players at 
either end step two paces forward of the ranks, to the 
points marked 1 and 10 respectively, as they are to be 
in a position to catch the ball tossed by some other 
player. 



6 7 8 



No. 1 of each team tries to return to his original 
position first. 

Player No. 1 has a bean bag (or ball) and at a sig- 
nal for starting runs toward the rear and as he runs 
tosses the bag to No. 10. The line immediately moves 
forward one pace, No. 2 stepping into the place va- 
cated by No. 1. Upon catching the bag, No. 10 
takes his place in line with the rank, and passes the 
bag to his next neighbor, No. 9. The bag is then 
passed rapidly up the line until it is received by No. 3, 
who tosses it to No. 2. No. 2 in turn, as soon as he 
receives the bag, dashes for the rear, tossing the bag 
as he goes to the player standing at 10. who in this 
case will be No. 1. The line again moves up — No. 3 
now stepping out to the place marked 1. The play is 
continued until No. 1 is back in his original position. 

[33] 



The rank getting the bag around to No. 1 first after 
he returns to his original position wins the game. No. 
1 should^ hold the bag up at arm's length as soon as 
he gets it as a signal that his rank has completed its 
play. 

Down and Up 

Players form in column of files. 

All spread legs. First player in the column passes 
some object (stick, stone, hat, eraser, bean bag) back 
between legs to the next player, who passes it on. 
When the last player in the column has received it he 
yells "Down" and runs forward astraddle the other 
players to the head of the column. The other players 
quickly rise and the object is passed back between the 
legs until all have carried it forward. 

Zig Zag Relay 

Players form in columns of files. 

Place four bean bags four feet apart at a distance of 
ten feet in iront of each column in direction of depth. 
At a signal the first player in each column runs to the 
right of the first bag, passes it and then runs to the 
left of the second, to the right of the third, to the left 
of the fourth and around it and then zig-zags back. 
When he reaches the starting line, he touches oflF a 
second player who, in turn, proceeds to duplicate the 
first player's performance. Column finishing first 
scores. 

EIGHTH GRADE 

Crows and Cranes 

Players form in two lities, back to back and at about 
one yard interval. One line is designated "Crows" and 
the other "Cranes." If the leader calls out "Cranes," 
the Cranes will rush forward about thirty feet across 
a safety line, and the line designated as Crows will 
turn around and attempt to tag his opposing player 
before he has crossed the distance to the safety line. . 
If the leader calls "Crows," the Crows will rush for- 
ward to their safety zone. Those who are tagged must 
go over to the other side. The team having the larg-' 
est number of players at the expiration of a given time 
wins. The game can be made more intensive by the 
leader if he drawls out the "r" in either Crows or 
Cranes. 

[34] 



Jumping Circle 

Players form a circle about 30 feet in diameter. One 
player in center holds a light rope about fifteen feet 
long with a soft weight on one end. The player in the 
center swings the rope around so that the players in 
the circle have to jump it. Player failing to jump the 
rope has a point counted against him or he may be 
made to withdraw from the game. 

Hindu Tag 

The players are scattered in a limited playing area, 
about fifty feet square. One player is ''it/' He chases 
players about and may tag anyone who is in "safe*' 
position (on both knees, forehead on ground). Players 
ought not to remain in one place, but must move about. 
Any player tagged is "it.** Players should not go out 
of playing area. Anyone doing so is automatically "it." 

Swat to the Right 

Any number of players may participate. Players 
form a circle, hands behind back, facing in, eyes closed. 
One player carrying a swatter (belt, knotted towel, 
etc.), runs around outside of circle and places swatter in 
someone's hand. The player receiving it immediately 
hits the player to the right. The player who is being 
hit, runs around the circle until he is back to his start- 
ing position. The player with the swatter follows the 
runner and swats him until he is back in position. The 
player with the swatter runs on and places it in the 
hands of some other player. 

Squat Tag 

The players are scattered within a limited playing 
area. One player is "it." He can touch anyone who 
is not in a full squat position. The player touched be- 
comes "it*' and chases about after some other player. 
Players who for fear of being made "it** remain in the 
squat position should be pushed over. The squat posi- 
tion consists of knees full bent with hands on hips. 

Ten Steps 

One player who is "it** blinds his eyes and counts 
ten while all the other players run for hiding places. 
As soon as the one who is "it** says "ten,** the players 
must stand motionless wherever they may happen to 
be while he turns at once to look for them. Any player 

[35] 



whom he sees moving must come back to the goal 
and start over again. The "blinder" repeats this five 
times, and any player not entirely out of sight the fifth 
time the blinder turns must change places with him, 
while the original "it" becomes a spectator. 

After counting "ten" and turning to look, for mov- 
ing players five times, the hunter counts one hundred 
to give players chance to reach their final hiding places 
and the game continues as in regular I Spy. 

Hang Tag 

One player is chosen chaser or "it" and changes 
places with anyone whom he can tag. Players may 
escape being tagged by hanging from anything over- 
head which will enable them to lift their feet from the 
floor. Played out of doors, players will naturally save 
themselves by catching hold of the branches of trees. 
If played in a gymnasium or playground pieces of ap- 
paratus may be used for the same purpose. Players are 
also considered safe if instead of hanging by their 
hands, they throw themselves across some obstacle 
such as a fence, which enables them to lift their feet 
from the ground. No two players may hang from the 
same piece of apparatus. The last one taking posses- 
sion may keep his position, the one before him being 
obliged to find another place. This keeps the players 
constantly on the move and the game becomes more 
interesting. 

Club Snatch 

A goal is marked oflF across each end of the play- 
ground. An Indian club is placed midway between the 
goals. ^ A starting base is marked on each goal line in 
line with the club. The players are divided into two 
equal teams, each having a captain. Each party takes 
its place in one of the goals. The object of the game 
is for one of the runners to snatch the club and return 
to his goal before a runner from the opposite side tags 
him, both leaving their starting bases at the same time 
on a signal. The players on each team run in turn, the 
captains naming the runner each time. 

Indian Club Wrestle 

Players come up in files not more than eight in a file. 
Each file forms a circle. In the middle of each circle 
four Indian clubs are placed. At the signal "go" each 
circle joins hands and pulls. When the umpire sees 

[361 



that any player in any circle has knocked down a club he 
calls **Out one." That player withdraws from the game. 
All stop playing and wait for the signal **go" and the play 
is repeated. When any one of the circles has been re- 
duced to one player, the game ends, the circle scoring 
that has the largest number of players left. 

Pass Round 

Players are in circle formation about four feet apart. 
They number off, odds forming one team and evens 
the other. A ball, eraser or some object is given each 
team on opposite side of the circle. At a signal the 
teams pass the object to the right to members of the 
same team only. Each player must catch the object 
in his turn. The team which passes its object so that 
it catches up with the opponent's wins. Any player 
dropping object must regain it himself and pass it on 
fairly. 

Human Tug of War 

Players form in columns of. files facing each other. 
Players stand close together, arms placed about the 
waist of the pla3^er in front (grasping the left wrist 
with the right hand is the strongest grip). Leading 
player of each team grasps the opponent about neck 
or shoulders, team breaking first or having one or more 
players pulled over the line after thirty seconds is the 
leader. 

Volley Ball 

Ten to thirty players may play at one time on play- 
ground or gymnasium. Equipment consists of volley 
ball and tennis net. 

For large teams this game is best played on a ground 
measuring fifty feet in length and twenty-five in width. 
A tennis net or a net two feet wide is stretched across 
the center of the ground from side to side, extending 
one or two feet beyond the boundary on either side. 
The upper edge should be from six feet and one-half 
to seven feet and one-half above the ground. The 
players are evenly divided into two teams. They scat- 
ter over their respective courts without special arrange- 
ment. A captain is chosen for each side. An umpire 
is desirable. 

Each team tries to keep the ball in lively play to- 
ward its opponents' court, as each team scores only on 

[37] 



its opponents' failures to return the ball or keep it in 
the air. 

The ball is put in play by being served by a selected 
member of either team, who should stand at the rear 
of his court with one foot on the rear boundary line 
behind the line. From this position the ball is tossed 
upward lightly from one hand and batted with the open 
palm of the other hand over the net and into the 
opponents' court. The server has two trials. A served 
ball may be assisted on its course by any other player 
on the server's side using one or both hands (open 
palm), no player so assisting the ball on the serve may 
strike it more than twice in succession, and the server 
under such circumstances may not strike it more than 
once. 

Should the ball then fail to land on the opponents' 
court, the server loses his second serve. In serving, 
the ball must be batted at least ten feet by the server 
before being touched by any other player on his side. 
If a return ball hits a player on the server's side and 
bounces into the opponents' court, it is considered no 
play. The players on a side take turns in serving. A 
ball which bounds back into the court after striking any 
other object except the floor or ceiling is still in play. 

In sending the ball across the net, players should 
aim for an unprotected part of the opponents' court or 
try in other ways to place them at a disadvantage. The 
service changes to opposite side when the serving side: 

1. -Allows the ball to touch the floor. 

2. Knocks it out of bounds. 

3. Fails to return it to the opponents. 

4. The ball hits the net during the service. 

5. A served ball falls outside the opponents' court. 

6. A player on the serving side touches the net at 
any time. 

Score. The game consists of twenty-one points — only 
the serving side scores. 
One point is scored when: 

1. A good serve is unre turned. 

2. Any time when the opponents fail to return the 
ball which is in play. 

3. When the receiving side touches the net. 

(Should the serving side fail to return a ball to the 
opponents* court, they are put out. The serve passes 
to the opponents and no score is made.) 

[38] 



Scoring on Fouls: 

1. Touching the net by a player on the receiving 
side allows the serving side one point. 

2. A ball sent under the net counts one for the 
opposing side. 

3. If the ball strikes any object outside the court 
and bounds back, although it is still in play, it counts 
one for the opposing side. A ball sent out of bounds 
in returning a service scores one point for the opposing 
team. One point is scored by the opponents whenever 
a player catches the ball or holds it for even an instant. 



139J 



GROUP GAMES FOR ADULTS 



Chariot Relay 

Players line up at one end of the room. Count off by 
threes. Each group joins hands, and on the command 
"Go!*' they run to the other end of the hall and return 
without letting go of hands. The first group back 
wins. 

Hurdle Race 

Place several objects at different distances. Contest- 
ants race, jumping over them. 

Song Contest 

Song contestants are supplied with pencil and paper. 
Standing on one foot, each writes two lines of a 
patriotic song. One finishing first wins. 

Contestants are supplied with paper and crayon, and 
asked to draw a picture representing some popular 
song. The one whose drawing is the best representa- 
tibn wins the prize. 

Laughing Relay 

Line up players in twos. Partners face and march 
backwards four steps. Leaders draw for first chance. 
One side named Blues, other Reds. If "Blues'* have 
first chance, they try for the space of thirty seconds 
to make the "Reds'' laugh. All "Reds" found laugh- 
ing are recruited to the other side. Three turns con- 
stitute a game. The side having most recruits at the 
finish wins. 

Telegrams 

Give each player a pencil and paper. Ask each to 
write the name of the city (town or state) in which 
he was born. Then ask each to separate the letters in 
the name of his birthplace and, using each letter as the 
initial of a word, to compose a telegram. Some inter- 
esting combinations are the result. 

Whirlwind 

This is an old English game. Arrange as many 
chairs as there are players in a circle. All the players 
but one are seated. This odd player takes his position 

[40] 



in the center of the circle. His object is to take the 
vacant chair, but this the others prevent by hastily 
moving up (to right or left, as the movements of the 
person standing indicate) so as to fill the empty seat 
whenever the standing player approaches it. 

In this manner, the vacancy is kept at the point 
farthest from him, and unless he is agile, the player 
cannot capture it. 

The Laughing Game 

Players form a circle. The first player starts with 
the word "ha," the second says "ha, ha," the third, "ha, 
ha, ha," and so on, each one in turn adding one more 
ha than has been made by his neighbor. In each case, 
the ha ha*s must be made without laughing, which is 
almost an impossibility. Before the circuit has been 
completed the entire circle is in peals of laughter. Each 
one guilty of laughing drops out of the game. The one 
remaining longest without laughing wins. 

Game of Opposite 

Players stand in a circle. An extra player stands in 
the center, holding in his hands as many pieces of tape 
as there are players in the circle. The tape (or rib- 
bons) are of two colors, red and blue. The opposite 
ends of each tape are held in the hands of a player. 
When the leader says "Reds let go," "Blues, hold on," 
the blues will let go. always doing just the opposite 
of the command given to be obeyed. Commands 
should be given rapidly and in military tone. When 
word for "all to hold on" is given the entire circle lets 
go, and so on. 

Musical Circle 

All players sit in a circle. One in the centre is the 
leader. To each one is assigned some musical instru- 
ment, which he must play. The leader waves his baton, 
but from time to time he will quickly begin to panto- 
mime the instrument of someone in the circle. For in- 
stance, he plays the cornet, and as soon as he does 
this, the one to whom the cornet was assigned imme- 
diately sits back with folded hands until the leader 
goes back to his baton. Should a player fail to remark 
that the leader has taken his instrument he is subject 
to forfeit. . 

r4l] 



Memory Test 

A tray piled high with all sorts of objects, as diverse 
as possible in character is brought into the room. The 
players are given one minute in which to take a rapid 
survey of same. At the end of that period the tray is 
taken away and the players, with pencil and paper 
(previously supplied^ them) write down the names of 
as many of the articles as they can remember. The 
one whose list is largest and most correct is the 
winner. 

Finding a Partner 

An odd number of players participate. At a signal 
(preferably a musical accompaniment), the players, fly 
or skip promiscuously about the room. When the 
music stops each player attempts to stand back to back 
with a partner. The one left without a partner, as 
the game proceeds, tries to be successful the next time. 

Nose and Toe Tag 

This game is played like ordinary tag, with the ex- 
ception that no one can be tagged who has his right 
hand on his toes and left hand on his nose. 

Spirits Move 

A leader and his accomplice are required in this 
game. The one illustrating the game leaves the room. 
His accomplice passes among the players and stopping 
before one of the number and with hands outstretched 
says, "Spirits Move." The leader from without replies, 
"Let them move.'* He proceeds in this manner until 
finally he takes his stand before another one of the group 
saying, "Spirits Move and Rest Upon." The leader from 
without completes the sentence by adding the name of 
the person over whose heads the hands are extended. 

The trick is simply this: The one over whose head 
the accomplice's hands rest is the one who spoke last 
before the leader retired from the room. 

Hands Over Head 

A leader and his accomplice are necessary to this 
mystifying game. The leader leaves the room while 
his accomplice passes around among the players, occa- 
sionally stopping in front of one of them, and with 

[42] 



hands extending over the player's head says, "Hands 
Over Head/' The leader answers from without "Hands 
Over Head/* He continues around the circle in like 
manner until finally he stops in front of a player and 
with hands extended says "Hands Over Head and Rest 
Upon" whereupon the leader answers "Hands Over 
Head and Rest upon (John Smith)" naming the person 
over whom the hands are extended. 

The trick: The accomplice places his hands over the 
head of the person before whom he has been standing 
at the time the leader withdraws from the room. 

Bottles 

Any number of couples may compete in this game. 
Arrange two files of Indian clubs, large bottles or ten 
pins, five in a file, at a distance of four feet apart with 
an aisle of six feet between files. Each couple is com- 
prised of a man and woman. The man is blindfolded 
and to his wrists are attached streamers or reins about 
three feet long. The woman, at a given signal, guides 
her partner by means of these reins on and around each 
bottle in the first file, returning in like manner by the 
second file. 

The team succeeding in making the circuit without 
overturning any of the bottles wins. 

In no way is the driver permitted to suggest direc- 
tion except by driving with the reins. 

_ Relay Spelling Race 

This game is particularly interesting if the men and 
women of the party compete. For each team a pro- 
nouncer is chosen who takes his place directly to the 
right of the blackboard immediately in front of his team, 
who are standing in file formation, and at a distance of 
about fifteen feet from the blackboard. 

Each pronouncer is supplied with a list of words pre- 
viously agreed upon between themselves, and consisting 
of words commonly used but frequently misspelled, as 
necessary, parallel, embarrass, harass, etc. 

At a given signal the first contestant leaves his place 
:n the file, runs to the board, and as the pronouncer 
announces the first word to him, proceeds to write it 
on the board, quickly, but legibly, turns and runs to the 
end of the file, tagging as he does so the second player 
in his file. The second contestant in turn, runs to the 
board, writes the word pronounced to him, and in like 

[43] 



manner returns to the end of the file, tagging as he does 
so the third contestant. No contestant except the first 
leaves his place until tagged by the returning contestant. 
With ten contestants to a file, count finishing first as 
equal to two misspelled words at first, later to one 
misspelled word. The side finishing first is thereafter 
entitled to consider 2 (or 1) misspelled words as cor- 
rectly spelled in the final count. 

Turtle Tag 

If the group is large, select two or three to be "It." 
The "Its" endeavor to tag others. To keep from being 
tagged, players must lie upon their backs on the floor 
with neither feet nor hands touching the ground. 

Earth, Air and Water 

The players are seated in a circle. One of the number 
calls out "earth" and throws a knoted handkerchief at 
some one. At the same time counting ten. The person 
who receives the handkerchief must give the name of 
some animal before ten counts are completed. He then 
throws the handkerchief to some one else. So the game 
goes on; if "air" is called, the name of a bird must be 
given. If water is called, the name of a fish must be 
given. 

Location 

Sides are chosen, the opposing teams standing in sep- 
arate lines as for a spelling match. No. 1 of one side 
mentions the name of some city or town in any part 
of the globe, and No. 1 of the other side must locate 
it before his opponent has finished counting ten. He, 
then in turn, names a city which No. 2 on the other side 
must locate. If any one fails to give the correct location 
before the expiration of the ten counts, a member from 
the side he represents is chosen by the other side. For 
example, A and B choose sides. A begins by saying 
"Cleveland," and commences to count ten, but B says 
"Ohio" before he has finished. B then names "Detroit" 
and begins to count, but A calls out "Michigan," and it 
is his turn to puzzle B's side, which he does by saying 
"Kalamazoo." This not being correctly located gives 
A's side the choice of one of B's men. And so the game 
continues until one side wins all the members from the 
other. Tw^enty may be counted instead of ten if the 
company elect. 

[44] 



What Is My Age 

There must be at least two people in the secret. One 
of them leaves the room. Somebody in the company 
tells his age to the others and the absent player is re- 
called. Everybody is at liberty to question him, but he 
only pays attention to the one player he knows holds the 
secret of the game, and from the first letters of the 
words introducing the remarks of this person he takes 
his cue, the first ten letters of the alphabet standing for 
the ten digits. 

For example — A goes from the room. B asks for 
somebody's age. C volunteers, "I am twenty-five.*' A 
being then recalled, there is a demand from the company 
for the required age. As every one is more or less skepti- 
cal as to A's ability to guess it. During the general con- 
fusion B hastily says, "Be sure before you speak," and 
then again, "Enough thinking, tell us if you know." Of 
course, A guided by the first letter "b" of the first re- 
mark," and "e" of the second, which he knows repre- 
sents two and five respectively, quickly answers "twenty- 
five." 

Buzz 

This game consists in counting up from one, each 
player giving a number in turn; but whenever the num- 
ber "seven" appears, or any of its multiples, the word 
"Buzz^' must be substituted. As one, two, tj\ree, four, 
five, six Buzz eight nine, ten, eleven, twelve, thirteen 
Buzz etc. When the seventies are reached the players 
say — "Buzz one" "Buzz two," etc. As a player fails he 
is dropped from the game. 



Birds Have Feathers 

The leader throws up his hands every time he men- 
tions a bird or animal. The players follow him when he 
mentions any of the feathered tribe, but keep their hands 
upon their knees when he mentions species which have 
not feathers; the object, of course, is to catch them un- 
awares by naming birds that have feathers very rapidly, 
and quickly introducing something that has not. Thus — 
Chickens have feathers. (All hands up.) Ducks have 
feathers. (Hands up.) Eagles have feathers. (Hands 
up.) Cats have feathers. Leader's hands up — all others 
whose hands have been raised pay a forfeit. 

[45] 



The Rhyming Guess 

One player thinking of a word announces to the rest of 
the company some other word that rhymes with it. The 
other players guessing at the word thought of must para- 
phrase their guesses, disguising them as clearly as pos- 
sible, while the first player responds as follows: 1st player 
— "I have thought of a word that rhymes with art." 2nd 
player — "Is it the seat cf sentiment" 1st player — *'No, 
it is not heart." 3rd player — "Is it to make a beginning?" 
1st player — "No, it is not start." 4th player — "Is it 
Cupid^s weapon?" 1st player— ^"Yes, it is dart." If the 
first player fails to interpret promptly, or if any member 
of the company is not instantly ready with a question in 
the required form a forfeit is demanded. 

Weavers' Relay 

Players form in circles, hands joined, an equal number 
in each circle. Beginning with No. 1, players number to 
the right. 

At a signal, all raise hands, forming "high windows" 
through which No. 1 passes in and out around the circle. 
As soon as he returns to his starting point. No. 2 starts 
out, and in like fashion goes in and out of the windows, 
and the game continues until all have made the circuit. 
The circle finishing first scores. 

All Up Relay 

Players stand in files, an equal number in each. In 
front of each file two circles with rims touching are 
drawn upon the floor. Into one of the circles stand three 
Indian clubs. At a signal No. 1 in each file runs to the 
front — with one hand takes hold of the clubs, removes 
them to the middle of the adjacent circle, and returns to 
the rear of the file, touching off No. 2 as he does so. No. 
2 runs to the front, and in like manner removes the clubs 
and places them in the middle of the first circle, returns 
to the file touching off No. 3 as he does so. The game 
continues until all have played. The file finishing first 
wins. No player can return to his file until he has suc- 
ceeded in placing the clubs upright in the center of the 
circle. 

Rope Relay 

Players arranged in files of equal number. A leader 
stands at a distance of about fifteen feet in front of files, 

[46] 



holding in his hand as many ropes as there are files com- 
peting. 

At a signal the first player in each file runs forward to 
the leader, takes one of the ropes at one end, returns to 
his file, giving the other end of the rope to No. 2. Then 
holding the rope between them and near the ground they 
run to the rear of the column on each side. The players 
in the file jump over the rope as it reaches their feet. 
Upon reaching the rear of the column. No. 2 takes the 
rope, runs to the front of his file, gives the other end 
of the rope to No. 3, and the game continues until the 
last player in the column carries the rope back to the 
leader. File finishing first wins. If wands are available 
they may be used instead of ropes. 

Where Is Your Letter Going? 

The company are seated in a circle. Two people, one 
for postmaster and the other for carrier, are chosen. 

The postmaster standing at the top of the room gives 
each person the name of some city, writing the names 
down on a sheet of paper as they are given. The carrier 
(who is blindfolded) stands in the^ center of the circle. 
The postmaster announces, for instance, *T have a 
letter to go between Cleveland and Detroit." As soon 
as these names are called out, the persons who repre- 
sent these cities change places, the carrier trying at the 
same time to catch one of them. If he succeeds in nam- 
ing the captured player, the latter must become carrier. 
Should the postmaster say, "I have letters to go all 
over the world,*' everybody changes places. If the car- 
rier, in the confusion, succeeds in securing a seat, the 
person left standing becomes the carrier. 

Proverbs 

One player having gone from the room, a proverb, 
of which each person takes a separate word, in order, 
is selected by the others. The absent player then being 
recalled, proceeds to question the others singly, each 
introducing in his answer the word of the proverb he 
has previously received. When he has succeeded in 
guessing the proverb, the player whose answers have 
furnished him the most information goes from the room. 
This game may be played by the players shouting the 
words of the proverb in unison, leaving the listener to 
distinguish in the uproar some word that will give a 
clue to the proverb. In either modification of the game 
the player whose answer or word leads the questioner 
to discovery becomes the one to go from the room. 

[47] 



Basket Ball Pursuit Relay Race 

Players in two teams of equal number line up on 
opposite sides of the playing space. The running course 
is around the square formed by the teams, runners 
passing outside of both lines. Mark off the corners of 
the course with a chair or stake. Players face center. 
Right-hand player of each line holds a basket ball. At 
a signal these two players run forward around the 
course, each trying to catch up with the other. On 
reaching his starting point, each runner hands the ball 
to the next player of his team, who runs in his turn and 
then goes to the foot of the line. Team finishing first 
scores. 

Ostrich Tag 

To be safe, the player must be standing on one foot 
with opposite arm under knee of same side, hand grasp- 
ing nose. 



148J 



LIBRARY OF CONGRESS 



019 953 906 1 



